CORE-6
lite
the
PURPLE CRAYON
GAMES SYSTEM.
Liam Thompson.
INTRODUCTION.
Purple crayon games Core-6 system is the central backbone system behind all the TTRPG’s written and produced by Purple Crayon
Games Studio (PCG). It is customisable to cater for a range of different genres, settings and worlds. Core-6 has been designed as a
pickup and play system requiring very little in the way of preparation, tables or reference. The games will use Six-sided dice because
of their availability and cost.
A lot of this book can simply be copied and pasted into yours to ease conversion and make things faster.
Any text found highlighted in GREY can be Altered to suit the type of game you are developing.
What you need to play.
Paper and pencils.
Six-sided dice, at least six.
Friends to play alongside, one acting as the storyteller.
Imagination.
STATISTICS.
Characters are based on 5 characteristics, Fight, Ability, Mind, Social & Endurance.
FIGHT (FGT)- represents the characters ability to fight and all things combat related.
ABILITY (ABI)- Shows learned physical and natural skills, fine dexterity and reflexes based.
MIND (MND)– Are knowledge, learned and mental skills, an example would be casting magic, languages or code breaking.
SOCIAL (SOC) – Social represents the characters ability to interact with other people using charm, guile and persuasion.
PHYSICAL (PHY)- Shows the characters physical resistance to disease, poisons and constitution. It also forms the baseline for a
character’s life points, as a character gets wounded their Life points decrease. At zero the character will fall unconscious for 1D
rounds, then regains consciousness but in terrible need of help, unable to move or act independently.
If any further damage is taken, then a point is removed from PHY, if PHY falls to zero then the character is dead.
These statistics are decided by distributing 8 points between FGT, ABI, MND, SOC & PHY.
No statistic can be zero, each stat. must have at least 1 and NO more than 4 points. Points can be saved and used as Dice allocated
to extra LIFE.
-----O-----
LIFE POINTS
Life points (LP) is a player’s health and is calculated by rolling dice (D) equal to PHY and adding a further 2D worth of points.
Different racial bonuses apply. Such as an Ogre may be allowed a further 2D, just remember to try to balance this by reduce the
amount of points applicable to MND
-----O-----
WEAKNESSES.
You can increase the number of points available for talents by selecting weaknesses. A weakness is a flaw in your character's
personality or physical abilities. It can prevent them from performing certain actions and may occasionally force them into actions
that are not in their best interests.
Choosing a weakness means you must play your character according to the dictates of that weakness. Be prepared to face the
consequences! The advantage to choosing a weakness is that for each weakness taken, your character receives 3 extra points to
spend on talents.
You are not required to take any weaknesses but won’t benefit either.
Example:
Accident prone Vain
Colour blind Gambler
Phobia Glutton
Miserly
SKILLS & TALENTS.
Each Statistic or STAT has skills associated to it, depending on the world setting. Each character has 12 points set aside for skill or
talent allocation, chosen from the skill lists.
A player can spend 1 point for a skill and become skilled in it or 3 to become an expert.
LUCK – Each character has a set amount of LUCK they, can use luck 3 times per day; each time LUCK is used 1 extra success score
is added to a task.
FIGHT ABILITY MIND SOCIAL PHYSICAL
Ambidextrous (two Acrobatics Anatomy Barter Body development
attacks) Animal Handling Ancient History Blackmail (O gives +1D Life points, OO
Archery Boating Animal Lore Body Language gives +2D Life & 1 automatic
Armour use Basic Climbing Appraising Bribe success towards strength)
(Up to medium) Concealment Cartography Charm
Armour use Expert Contortion Dead Language Deceit Fast heal
(Heavy armour) Cooking Fortune Telling Detect Lie Resist poison
Blade – Small Computer - Gambling Detect Vice Resist Disease
Blade - Large HACKING Healing Detect Lie Strong constitution
Blind Fighting PROGRAMMING Herbalism Diplomacy
Blunt weapon Counterfeiting Interrogation Empathy
Crossbow Dancing Language (Specify) Etiquette
Disarm Opponent Disarm Traps Literacy Flirting
Fast attack (2 attacks) Detect Traps Mythology Haggling
Fast Draw Disguise Navigation Intimidation
Add 1 or 2D to Drive- Poisons Mediation
initiative BIKE Read Lips
Fast Draw CAR Research
Flexible weapon TRUCK Sign Language
Marksman HOVER Teaching
Thrown – Small Electronics Tribal cultures
Thrown - Large First Aid Ventriloquism
Brawling Hunting
Investigation MAGIC SKILLS.
Juggling (for horror settings)
Mechanics Alchemy
Pickpocket Ancient language
PILOT- Astrology
PROP AIRCRAFT Astronomy
JET Demonology
SPACE CRAFT Fortune Telling
Sewing Herbalism
Sleight of Hand Hypnotism
Stealth Necromancy
Survival Psychokinesis
Swimming
Torture
Performing tasks
When a Player wants to perform a task the Games master should decide if the task warrants a skill check, the reason for this is to
avoid, where possible breaking the flow of the story with continual dice rolls.
Skill and Task checks should only be made when a character is attempting a task that is a challenge.
The Task level table can also be used to assess fear, Stress, falls from height, holding breath and a huge variety of checks.
In performing a check, the player needs successes based on the level of the task or Task Level T/L, a success is a 5 or 6 on a set
number of dice associated to the statistic any skill relevant to the task or challenge.
Example falling, 0-10 feet is regarded generally as T/L 0 and every 10' increases the level of complexity thereafter.
This minimises the necessity for multiple tables and cross referencing.
TASK LEVEL T/L SUCCESSES
NATURAL 0 0
EASY 1 1
MODERATE 2 2
TRICKY 3 3
EPIC 4 4
EXCEPTIONS.
Epic fails and Heroic tales. When a task is performed, and the dice come up badly 1,1.
this is considered an Epic fail and even if a LUCK point has been used, things have gone horribly wrong.
The GM should as descriptively as possible explain what has happened.
The opposite of this is a roll of the dice worthy of a Heroic tale 6,6. The degrees of which are narrated by the player, if in a combat
situation the Heroic roll dignifies the player to also inflict the maximum damage afforded by the weapon or if cinematic enough the
GM may allow a nicely described instant kill.
Luck.
Each character, even if they suffer from flaws and weaknesses have 3 points of luck they can use per day or adventure (GM
discretion).
By using a LUCK point the character can turn a failed roll into a success (not a great epic success but scrape by).
The only time LUCK will fail you is when Snake eyes (1,1) come up. Then you worry and the GM can get creative in how bad things
went (Cue evil laugh).
FIGHTING.
1. ROLL D = FIGHT + SKILL PLUS ANY EXTERNAL MODIFIERS FOR WEAPON USED ETC.
2. GM ROLLS SAME FOR ENEMY, USING FGT + SKILL TO BLOCK OR ABI + SKILL TO DODGE OR EVADE THE ATTACK.
3. THE HIGHEST SCORE WINS.
4. ROLL FOR DAMAGE.
5. REDUCE LIFE POINTS AND ANY ARMOUR ACCORDINGLY.
The GM depending on what the outcome of the fight was either to draw first blood or a mortal conflict can allow an instant defeat.
Again, the player must describe as descriptively as possible what they have done, and the GM will play out the outcome.
DAMAGE.
1. Roll weapon damage.
2. Roll A/V Armour value.
3. Minus the AV from the Damage this equals total damage taken.
4. Reduce Life Points accordingly and Armour Points by 1 point.
ARMOUR
ARMOUR TYPE ARMOUR TYPE ARMOUR VALUE A/V ARMOUR POINTS
Fantasy/ Historical Modern / sci fi
Cotton (Light) Plastic/Leather jacket 1D 2
Furs (Light) Kevlar/Flak 1D+1 3
Leather (Medium) Heavy Flak 1D+2 4
Chain (Medium) Ceramic plate 1D+3 4
Scale (Heavy) Military assault 1D+4 5
Plate (Heavy) Power suit / Force field 2D 6
WEAPON DAMAGE.
WEAPON DAMAGE Notes:
Knives & Daggers 1D 5”-18”.
Short sword 1D+2 19”-24”.
Broadsword 1D+4 24” – 32”.
Bastard sword 2D+2 32” - 48”.
Great sword 3D 48” – 60” must have Body Development 2 to wield.
Hand axe 1D+4 18” – 24”.
War axe 2D 36” Blade one side, spike on the back.
Battle axe 3D 32” - 48” two large blades, must have Body Development 2 to wield.
Club 1D Simple heavy wooden.
Mace 1D+4 36” a long haft with a spiked head,
Hammer 1D+4
Staff 1D+2 60” wooden stave with iron bands at the end.
Throwing axe 1D+4 Range:12m.
Throwing knife 1D+2 Range:10m.
Throwing spike 1D+2 Range:10m
Bows/ Crossbows 1D+1 Range:50m +1 to hit
Sling / Sling staff 1D+2 Range: 50m. Throws stones, lead pellets and more.
Javelin 1D+4 Range: 15m 6’ pointed spear with a steel tip.
Pole axe 2D+2 5’ – 6’ in length and includes Glaive style head.
Spear 2D 4’ – 6’ a variety of head styles, unlike a javelin it’s not for throwing
Bullets, beams and lasers.
The wealth of data available on modern and archaic firearms is huge, also the specifications regarding how damage occurs, windage,
rifling is equally as baffling.
For modern style games I suggest standardising projectile weapons and relevant ammunitions.
Automatic and bursts of fire will increase the damage as well as have a negative modifier due to recoil.
It would be natural to assume that a series of bullets would be larger, example a burst of 4, 9mm bullets would be 8D. This would
not only be impractical from a table perspective but not very cinematic and when a burst of bullets is fired you cannot guarantee
every bullet to hit.
Range is also a consideration when creating your game, weapons technology and realism are vastly superior now to what they were
historically. I use the following as a simple guide.
AMMUNITIONS Approx. range metres DAMAGE BURST / AUTO
Longbow arrow 125 2D+2 -
Crossbow bolt 150 2D -
9mm 50-75 2D 2D+4
0.45 65-85 2D+2 3D
5.56 125 – 300 3D 4D
12gauge 75 3D+4 -
Don’t be afraid to be vague in places. For example, a modern style game involving the military and their equipment would be huge, I
mean really huge. The number of handguns on the market is staggering. Feel free to just categorise these or swords into short, long
and great.
This is also applicable with equipment and vehicles too.
In the past I have attempted to create full, deep shopping catalogues full with every make, model and type. I found that it couldn’t
be done feasibly and there would still be gaps.
An alternative is to use a model of building using accessories.
Like this:
TYPE:
LIGHT PISTOL
HVY PISTOL
SMG
RIFLE
SHOTGUN
SUPPORT
MAGAZINE SIZE
AMMUNITION OPTIONS
Armour piercing
High explosive
DPU
Options:
Torches
Larger magazines
silencers
Of course, give the players a few to give them a feel for the world especially if the world is very dissimilar to our own, But be careful
to balance the costs of the weapon as otherwise the players may taken advantage of building a bigger, badder, faster BMG.
Modifiers.
A modifier is a negative or positive effector external to a standard figure requiring an outcome.
To put it simply a task or conflict is in an ideal world STAT. + SKILL Dice vs. the Opponent or vs. a T/L.
Nothing is ever simple though, weather, light, being unskilled or mental stress and emotion as well as equipment bonuses or failure
can also play an important factor in any task and must be taken into consideration.
When rolling a total amount of dice the modifiers can change a dies number up or down, either creating a success or create a failure.
COMBAT
+ / - figures add or detract successes
+POSITIVE+ -NEGATIVE-
Target stationary +1 Snap draw -1
Clear Vision +1 Low vision -1
Point blank +2 Pitch black -2
Aimed shot +1 Target in cover -1
Fear -1
Terrified -2
Long range -2
Burst / Auto fire -1
SKILL BASED
Bad equipment -1
Unskilled -1
Low vision -1
Pitch black -2
Strobe -2
Fear -1
Terrified -2
Under fire -2
BAD GUYS AND MONSTERS
To simplify and create a more cinematic game and storyline, these “Bad guys” do not
have a full range of Statistics (Stats.) instead they are allocated a number of dice, skills
and a life point modifier.
DICE – represents the dice used in fighting or other tasks against the players.
SKILLS – Any specific skills and at what level that will influence the fighting, Guns,
knives or brawl etc.
LIFE – This will vary from person or creature as everything has a different level of fitness
and health. Life points are modified by rolling DICE and adding the LIFE modifier to the
total.
Most bad guys if they are sentient will be either experienced or rookies.
Example:
Regular
DICE: 2
SKILLS: Stealth 1. SMG/Handgun 1.
LIFE: D x3
Weapons: Variable.
Armour: Various
Veteran / experienced
DICE: 3
SKILLS: Stealth 1. SMG/Handgun 1.
LIFE: D x4
Weapons: Variable.
Armour: Various.
EXAMPLE CHARACTER SHEET
Sections marked * indicate setting specifics. Example: CREDITS, DOLLARS, GP, SPELLS etc.
NAME *
*
MIGHT ABILITY MIND SOCIAL PHYSICAL
SKILLS SKILLS SKILLS SKILLS SKILLS
O O O O O O O O O O
O O O O O O O O O O
O O O O O O O O O O
O O O O O O O O O O
O O O O O O O O O O
O O O O O O O O O O
O O O O O O O O O O
O O O O O O O O O O
O O O O O O O O O O
O O O O O O O O O O
EQUIPMENT * * LIFE
ARMOUR
LUCK
OOO
Background
HAVE FUN, BE CREATIVE, GET DEVIOUS.